The Angband Ladder: Lain VI, Kobold Rogue by Polyonymous

  [Angband 3.1.1 dev (r1283) Character Dump]

 Name   Lain VI                                  Self  RB  CB  EB   Best
 Sex    Male         Age             19   STR:     17  -1  +2  +3  18/30
 Race   Kobold       Height          36   INT:  18/30  -1  +1  +0  18/30
 Class  Rogue        Weight          72   WIS:     14  +0  -2  +3     15
 Title  Sharper      Social       Known   DEX:  18/20  +2  +3  +7 18/140
 HP     -41/475      Maximize         Y   CON:  18/30  +2  +1  +6 18/120
 SP     53/53                             CHR:     14  -2  -1  +3     14


 Level               33   Armor    [33,+84]     Saving Throw         63%
 Cur Exp         316189   Fight    (+23,-7)     Stealth        Legendary
 Max Exp         316189   Melee    (+34,+6)     Fighting          Heroic
 Adv Exp         385000   Shoot    (+33,+9)     Shooting          Heroic
 MaxDepth   2950' (L59)   Blows      5/turn     Disarming           100%
 Turns           592977   Shots      1/turn     Magic Device      Superb
 Gold             83012   Infra       90 ft     Perception       1 in 11
 Burden       180.8 lbs   Speed           5     Searching            47%

 You come from a litter of 4 pups. Your father was a warrior, and your
 mother was a cook. You have dark brown eyes, a reddish-brown hide, and
 large, sharp teeth.


 Acid:......+.+.+.. Confu:.........+...
 Elec:........+.... Sound:.............
 Fire:........+.... Shard:......+......
 Cold:+.......+.... Nexus:.............
 Pois:............+ Nethr:.............
 Fear:............. Chaos:.............
 Lite:............. Disen:........+....
 Dark:............. S.Dig:.............
Blind:............. Feath:.............

PLite:............. Aggrv:.............
Regen:............. Stea.:+......++..+.
Telep:............. Sear.:.............
Invis:+............ Infra:....+.......+
FrAct:..........+.. Tunn.:.............
HLife:............. Speed:+.....+......
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Last Messages]

> It breathes plasma.
> The Holy Book of Prayers [Godly Insights] is unaffected!
> It breathes plasma.
> The Holy Book of Prayers [Godly Insights] is unaffected!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> It breathes plasma.
> The Holy Book of Prayers [Godly Insights] is unaffected!
> *** LOW HITPOINT WARNING! ***
> It breathes plasma.
> The Holy Book of Prayers [Godly Insights] is unaffected!
> *** LOW HITPOINT WARNING! ***
> The Plasma hound breathes plasma.
> The Holy Book of Prayers [Godly Insights] is unaffected!
> You die.

Killed by a Plasma hound.

  [Character Equipment]

a) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 18 against undead, 18 against
     frost-vulnerable creatures, and 10.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 10 turns, magma
     veins in 40 turns, and not affect quartz veins.
b) a Long Bow (x3) (+10,+9)
c) a Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
d) a Ring of Strength (+3)
     +3 strength.
     Sustains strength.
e) an Amulet of Infravision (+4)
     +4 infravision.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 16 to 30 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak [6,+7] (+2 stealth)
     +2 stealth.
i) a Large Metal Shield of Elvenkind [8,+14] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 46 to 90 turns to recharge after use at your current
     speed.
l) a Pair of Leather Sandals of Stealth [1,+7] (+3)
     +3 stealth.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@p1@b1@G1!k!d!v}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@p2@b2@G2!k!d!v}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@p3@b3@G3!k!d!v}
d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@p4@b4@G4!k!d!v}
e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@p7@b7@G7!k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) 21 Potions of Cure Critical Wounds {@q2}
g) 15 Potions of Heroism
h) 10 Scrolls of Phase Door
i) 6 Scrolls of Teleport Level
j) 3 Rods of Treasure Location (1 charging) {@z3}
k) 4 Rods of Door/Stair Location (1 charging) {@z2}
l) 4 Rods of Trap Location (1 charging) {@z1}
m) a Rod of Detection
     Cannot be harmed by electricity.
n) a Rod of Lightning Bolts
o) a Rod of Teleport Other
p) a Rod of Recall {@z4}
     Cannot be harmed by electricity.
q) a Wand of Frost Bolts (9 charges)
r) a Wand of Teleport Other (8 charges)
s) 2 Staves of Teleportation (14 charges)
t) a Staff of Speed (4 charges) {!*}
u) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
v) Studded Leather Armour of Resist Lightning (-1) [6,+11]
     Provides resistance to lightning.
     Cannot be harmed by electricity.
w) 96 Arrows (1d4) (+0,+0) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 35.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@p5@b5@G5!k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
     
b) a Mushroom of Second Sight
     
     When ingested, it cures blindness and gives you telepathy for 6d6+
     12 turns.
     Provides nourishment for about 100 turns under normal conditions.
c) 2 Mushrooms of Clear Mind
     
     When ingested, it cures confusion and hallucination, removes fear 
     and grants you temporary resistance to confusion.
     Provides nourishment for about 250 turns under normal conditions.
d) 4 Potions of Healing
     
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
e) a Potion of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
f) 3 Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
g) a Scroll of *Remove Curse*
     When read, it removes all curses from all equipped items.
h) 2 Scrolls of Banishment {!*}
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
i) 5 Scrolls of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
j) 19 Scrolls of Holy Chant
     When read, it increases your AC and to-hit bonus for 1d24+12 turns.
k) 3 Scrolls of Holy Prayer
     When read, it increases your AC and to-hit bonus for 1d48+24 turns.
l) 2 Wands of Teleport Other (15 charges)
     
     When aimed, it teleports a target monster away.
m) a Staff of Healing (3 charges)
     
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
n) a Staff of Teleportation (8 charges)
     
     When used, it teleports you randomly up to 100 squares away.
o) 2 Staves of Speed (6 charges) {!*}
     
     When used, it hastens you for 2d10+20 turns.
p) an Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
     
q) an Amulet of Regeneration
     Speeds regeneration.
     
r) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 15 turns to recharge after use at your current speed.
s) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
t) Soft Leather Armour of Elvenkind [4,+9] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
u) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
v) The Dagger 'Narthanc' (2d4) (+9,+9)
     It is branded with flames.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 13 to 24 turns to recharge after use at your current
     speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 18.2 against fire-vulnerable
     creatures, and 7.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 13 turns, magma
     veins in 67 turns, and not affect quartz veins.
w) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
     +3 wisdom, constitution.
     It is especially deadly to dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 60 turns to recharge after use at your current speed.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 27.3 against dragons, and 11.9
     against normal creatures.
     
     With this item, you can expect to clear rubble in 6.0 turns, magma
     veins in 17 turns, quartz veins in 62 turns, and not affect 
     granite.
x) a Great Hammer (Defender) (8d1) (+11,+13) [+7] (+4 stealth)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 16.3 against normal creatures.
     
     With this item, you can expect to clear rubble in 6.0 turns, magma
     veins in 17 turns, quartz veins in 62 turns, and not affect 
     granite.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : yes (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)



Posted on 5.4.2009 19:33
Last updated on 8.4.2009 03:57

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10475. on the Ladder (of 18973)
4274. on the Angband Ladder (of 6502)
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Comments

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On 5.4.2009 19:33 Polyonymous wrote:
A much higher turn count than Lain III. He hasn't had the boots of speed luck, not to mention having to use the stairs due to lack of Scrolls of Recall early on. My big debate right now is if I should hang out somewhere (how deep?) until I pick up a bit of speed as diving down at +0 speed seems very risky.

On 6.4.2009 04:42 Polyonymous wrote:
Picked up some interesting choices. Do I ditch the stealth for better stats? (Caspanion, Theoden, and Nimloth all tease me)

On 8.4.2009 04:01 Polyonymous wrote:
The breathing was happening while I was KO-ed. Offscreen (in the dark, outside 9 square infra) Plasma hounds tag teamed me as I was exiting a corridor. More detections next time.

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